GGXRD-R2/Faust/Combos

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< GGXRD-R2‎ | Faust
Revision as of 07:10, 5 March 2020 by Shtkn (talk | contribs)
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
Item Toss = 236P
Pogo = 236S
AN =  Answer
AX =  Axl Low
BA =  Baiken
BE =  Bedman
CH =  Chipp Zanuff
DI =  Dizzy
EL =  Elphelt
FA =  Faust
IN =  I-No
JA =  Jam
JC =  Jack-O'
JO =  Johnny
KU =  Kum Haehyun
KY =  Ky Kiske
LE =  Leo
MA =  May
MI =  Millia
PO =  Potemkin
RA =  Ramlethal
RV =  Raven
SI =  Sin Kiske
SL =  Slayer
SO =  Sol Badguy
VE =  Venom
ZA =  Zato-1

Combo List

  • All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • 2D > Pogo conversions use Elphelt for reference.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.

Ground Combos

2P Starters

One of Faust's low hitconfirm starters along with 2K. For combos with 2D, if there's any spacing concerns remove the 5H.

2P starter
Combo Position Damage Works on: Difficulty Notes
2P > 2S > 2H > 236S~(9)~H Any 92 All [1] Very Easy Standard BnB. Provides corner carry and knockdown; some female characters may tech before hitting the ground (i.e. Jam, Elphelt) if you do not include the hop(9) input. 236S~H won't connect if your back is to the corner as you won't make the juggle in time.
2P > 2S > 5H(1-3) > 236S~(9)~H Any 90 All [1] Very Easy Variation on standard BnB using 5H instead of 2H. Provides corner carry and knockdown; some female characters may tech before hitting the ground (i.e. Jam, Elphelt) if you do not include the hop(9) input. 236S~H won't connect if your back is to the corner as you won't make the juggle in time.
2P > 2S > 5H(1-3) > 2D > (Air Combo) Any 71* All* [1] Very Easy Alternative to first BnB. If your back is to the corner or you're worried about the character teching GMW follow up, this offers a guaranteed knockdown for less damage. Can cancel 2D into item toss or jump cancel for followup pressure. Air combo follow up applies to a subset of characters, see 2D confirm section.
2P > 2S > 5H(1-3) > 2D > 236S~(9)~H Any 102 Female characters (excluding Kum) [1] Very Easy Alternative to above BnB that only works on female characters. Nets you more damage than usual. Adding the the hop can keep characters from teching out. Damage depends on number of hits you get from 5H.

Combo Theory

Video Examples

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